uniform sampler2D tex_depth, tex_norm, tex_albedo, tex_light, tex_motion;

// composition pass
void main (void)
{
	float depth = texture2D(tex_depth, gl_TexCoord[0].st).r * 2.0 - 1.0;
	vec4 norm = texture2D(tex_norm, gl_TexCoord[0].st);
	norm.xyz = norm.xyz * 2.0 - 1.0;
	vec4 motion = texture2D(tex_motion, gl_TexCoord[0].st);

	vec4 albedo = texture2D(tex_albedo, gl_TexCoord[0].st);
	vec4 light_accum = texture2D(tex_light, gl_TexCoord[0].st);
	
	gl_FragColor.rgb = albedo.rgb * light_accum.rgb + light_accum.a;
}
